Sanctified System Sucked - Borrowed Power is Bad Game Design

Borrowed Power is terrible for the game. Please don’t ever do it or implement it again. Having weekly chores sucks the fun out of the game. Characters should be as strong outside of raid as they are inside. Please don’t ever do a Sanctified System again.

Just tune the Hard Modes Properly if your going to do it. Extra Mechanics over a weekly buff. Made this phase suck in my opinion.

Say no to Borrowed Power.

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Sanctified being confusing for bis outside of raid content feelsbad

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Going from 20k+ dps to 5k+ in normal content to 700 in pvp certainly feels bad.
I’m constantly wondering if I didn’t miss a rune or dropped some gear whenever I hit a player.

World buffs already had that function of getting you past the ‘limits’ of your character. Having too many damage buff/debuff makes the game underwhelming when you’re out of raid and makes you loose touch with the true capabilities of you character.

I reckon HM should be about more mechanics and complexity. Not bigger number and bigger HP pool.

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I agree but I don’t blame them for trying, it was an experiment like a lot of things in SoD are. What I don’t like more are extra mechanics on trash, and it’s been like that since BWL.

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I agree and this is by far the laziest and least expensive (since they dont want to spend money on SoD) way to release “HM” stuff.

I think it’s good that they experiment in ways to not have vertical progression if they want to do classic+.

Because from now on, any gear should never invalidate the other gear, and that’s the challenge they have to avoid turning into retail.

So having gear that nerfs the current raid only while being on par with the rest outside of the raid isn’t such a bad idea. Can they do it better? surely, but the parse culture always askingfor bigger numbers will always be their enemy.

I prefer that to the fire resistance gear if you ask me, but it’s the exact same concept.

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Yes, set bonuses that are useless in every other scenario is indeed a silly idea.

I am wondering if it was done to test a borrowed power library… My hypothesis is that SOD is a beta for testing the modern library with classic code base.

Well done zeroing in on a buzzword, and having no thoughts of your own.

There were no weekly chores. You got the valor from running the raid. The quest guy to upgrade it was inside the raid, so you didn’t even have to do it beforehand.

They were tuned properly. I wouldn’t mind them being a little harder, but they have to balance against all players. They wanted it to get a little easier over time to be inclusive. That either happens by weakening bosses, which nobody likes, or something like this. If you want to make it harder, you can use a lower rank. The choice and power is in your hands.

And it’s fun to do crazy high damage once in a while. Like on Thaddius. The mechanics give you power. But you don’t have that power outside; is THAT borrowed power too? Or Loatheb spores. Or an on-use trinket. All of these things give you temporary power, it’s fine.

Aside from week one or two, where you’d use pretty much anything from Kara because you hadn’t gotten any Naxx items, this hasn’t really been an issue, and it has never been confusing. The tier pieces only working against undead has been more of an issue to work around outside of raids.

Everyone was telling them this was a bad idea because this has been tried before. We shouldn’t be wasting time learning lessons we have already learned, but here we are.

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It’s funny that people still insist SoD is “testing grounds for classic+” when the devs implement retail crap like this

like yeah, I want “classic+” to have retail borrowed power systems in it, yeah totally that is how vanilla is supposed to be

lmao

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Same thing with priest PWS shield spam. At least 3 times in the past it was broken OP and yet somehow the devs didn’t learn from that and implemented it again in SoD…and left it untouched for 3 entire phases, allowing priests to top meters with 1 button while making the game less fun for other healers since all the damage is being absorbed

This for real.

The whole sanctified/seal B/S is such an arbitrary chore that ends up being an attunement quest on steroids. No one will even take you into the raid that the gear is good for unless you already have the gear that comes from that raid, or if you’ve grinded the Darkness mechanics in Kara (just flat out not fun). And then even after you’ve grinded all that sanctified stuff, it’s all bonused for “VS Undead” and “While in Naxxramas”… Much of that gear is not even universally good in any other areas of the game. It’s making players grind this hyper niche gear set for this hyper niche scenario, instead of just balancing the ilvl of the gear to integrate with the rest of the game.

It screams of lazy design because they didn’t want to just tune hardmode mechanics with the rest of the game’s gear.

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I disagree. This is a good system. It keeps the “Raid power” in the raid, while still giving you a notable power increase outside of the raid.

Now the buff could have been smaller, so that mixing in other tiers for specific bonuses was still more viable. But this is still infinitely better than the Retail system of each new Phase completely negating the prior phase. My Warlock still has some items from BWL and AQ on, enchants from ZG. That’s the best part of SoD, having all this content to go through instead of just one singular raid.

I fundamentally disagree with the characterization of that being a “good” thing.

They were able to get the balance right for every other raid tier where each builds upon the last and none of the previous sets are disproportionately strong or weak depending on environment or enemy type. All the former sets are simply tuned to item-level and there was zero reason to break from that.

Gear is significantly less exciting if it’s not equally viable to be use outside of the raid.
Related but off-topic, I find it ridiculous that the T3 set bonuses all have some version of only applying “VS Undead” just like the seal bonus. The original Tier-3 never had limitations like this, so it makes the SoD version feel unimaginative, and boxes in the gameplay. What would be so wrong with having powerful set bonuses that also apply outside of Naxx? Well, nothing would be wrong with it, so far as I can see it worked perfectly on all the other raid tiers.

Idk why they would add this totally unnecessary layer of power-gating instead of just tuning T3 to ilvl vs the rest of the game.

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Did you look at the sets? The “Vs Undead” effects are all clearly purposefully the 6 piece bonuses. This mean once you step out of Naxx, you swap a whole two pieces back to T2 or 2.5 or whatever floats your boat and you’re good to go. This also lets us have very powerful 6-piece set bonuses, without feeling anchored to them since they are raid specific. AND we still have very strong / build defining 4 piece bonuses (depending on the class).

I suspect that you’re missing my entire base point…

Raid-specific tier set bonuses shouldn’t ever be a thing.

Tier sets should just be a flat upgrade regardless of where you are, or what mob type you’re fighting.